Here's something that the rules don't quite cover, I don't think. When reading the rules, it seems like that a ship, making a hyperspace jump, will enter hyperspace one time and then exit one time at the ship's destination.

But, if you look at the popular maps online of the Star Wars galaxy (and even some D6 game maps, like the Tapani Expanse map, and especially the Elrood Sector Map), travelling through hyperspace is more like following the interstate freeways from one point to another.

The question is: Do ships have to exit hyperspace and realign themselves often?

I would think not, just like merging from I-10 to I-35, you stay on the freeway.

Looking at THIS MAP, it would seem, if traveling from Tatooine to Alderaan, that a ship would leave Tatooine and merge with the Corellian Run, then merge again with the Hydian Way, before exiting at Alderaan.

Do you think that is all entailed in one jump? Or is exiting and re-entering Hyperspace assumed?

Actually i do think you have to pop out of hyperspace, and realign yourself at those waypoints.._________________It's Not who you kill, but how they die!
You cannot dodge it if you do not know it is coming, and you cannot hit it if you do not know its there.

No, at least in the EU. Ships can and do change direction in Hyperspace. Astrogation is plotting the course through Hyperspace which includes these turns.

Of course there may occasionally be obstructions you have to drop out of Hyperspace to navigate through in realspace on sublight engines and then go back to lightspeed, but these would be few and far between. Astrogators will try to avoid those situations.

No, at least in the EU. Ships can and do change direction in Hyperspace. Astrogation is plotting the course through Hyperspace which includes these turns.

Of course there may occasionally be obstructions you have to drop out of Hyperspace to navigate through in realspace on sublight engines and then go back to lightspeed, but these would be few and far between. Astrogators will try to avoid those situations.

The course normally plotted will include all the route to route connections.

Agreed. I also think Han's statement in ANH does not contradict it. "Without precise calculations, you could plow right through a star or bounce too close to a supernova"... while it MIGHT be that you're trying to plot a single, straight-line, course from A to B, it can equally be that you've got to plot around a few dangers.

Counter-evidence, though, would be some of the short-cuts on the Hyperspace charts... Bespin to Coruscant is 6 days and 14 hours, but Bespin to Corellia and Corellia to Coruscant is 10 hours, plus a little bit to calculate a new route from Corellia to Coruscant._________________"I’m telling you, you’ll never have a deeper sleep than curled up in a Wookie’s lap."
“We're going to win this war, not by fighting what we hate, but saving what we love.”
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Agreed. I also think Han's statement in ANH does not contradict it. "Without precise calculations, you could plow right through a star or bounce too close to a supernova"... while it MIGHT be that you're trying to plot a single, straight-line, course from A to B, it can equally be that you've got to plot around a few dangers.

The scene in the first X-Wing novel definitely shows a plot around obstacles while in hyperspace.

Cassian: Set course for Eadu.
K-2SO: Setting course for Eadu.
(The U-wing doesn't drop out of hyperspace as K-2SO says this)

Yeah, now in canon, ships can change direction while in hyperspace. Otherwise, what are the odds that in a blind jump from within a planetary gravity well the U-wing just happened to be already traveling in the very direction of Eadu so a course correction wouldn't have been needed if you have to drop out of hyperspace to make a cross-galaxy course correction?_________________Sutehp's RPG Goodies
Only some of it is for D6 Star Wars.
Just repurchased the X-Wing and Tie Fighter flight sim games. I forgot how much I missed them.

Which kind of flew in the face of what we saw in the prequels and original trilogy of not being able to receive comms in hyperspace._________________It's Not who you kill, but how they die!
You cannot dodge it if you do not know it is coming, and you cannot hit it if you do not know its there.

If you are looking for mere opinion of a GM, I always maintain that hyperspace travel is pretty much linear with frequent drops into real space to get into position for the next jump.

Along very busy routes these transition points can be pretty large, having a ship traverse in real space a fair distance to get to the new jump point. Almost like a portage.

For my game this has frequent opportunities for ships to encounter each other in space rather than just at a final destination.

It also accounts for ships having pilots actually have take control of the ship on a long voyage as opposed to plotting a course, and flipping the hyperspace switch.

While I know that in reality, space is very wide open, in my space opera way of thinking, straight lines of excessive length are rare (darkmatter, gravity eddies or whatever technobabble would account for it.)
Those are the ones that really save time on a trip.

Routes like the Hydian Way look sinuous, but that is a factor of scale.

Which kind of flew in the face of what we saw in the prequels and original trilogy of not being able to receive comms in hyperspace.

Can you think of a specific example? Like, a time when they said to drop out of hyperspace to communicate, or couldn't because someone was in hyperspace?_________________"I’m telling you, you’ll never have a deeper sleep than curled up in a Wookie’s lap."
“We're going to win this war, not by fighting what we hate, but saving what we love.”
http://rpgcrank.blogspot.com/

Not a specific example, no. BUT the only time we DID see them comming back and forth was when they were in real space..._________________It's Not who you kill, but how they die!
You cannot dodge it if you do not know it is coming, and you cannot hit it if you do not know its there.

Not a specific example, no. BUT the only time we DID see them comming back and forth was when they were in real space...

Absence of evidence is not evidence of absence. Just because we don't see communications in hyperspace in some films doesn't mean that it was impossible. If it is not established one way or the other in some films, and then it appears in other films, there is no contradiction._________________*
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I say it depends on the quality of your calculations for jump to hyperspace. If you made a particularly good calculation, you do not have to stop and re-orient your course as you move along. If you rolled more poorly, then the nav computer only takes you to the nearest "hub" (system) or to the junction point of a major hyperspace route (junction).

The advantage of hyperspace routes, as they are shown, is that those routes are generally most traveled and more typically free of hazards. They are "safer" routes. That makes calculating jumps to hyperspace along known routes easier to accomplish than calculating a jump to a completely unknown area, or uncharted space.

Being a scout type character, moving out into the "unexplored" territories would be much more dangerous, and thus require significantly shorter hyperspace jumps to hopefully avoid the hazards of uncharted space. Those that found a "safe" route to and from an area could map that route and publish it and get credit for it as well as being able to take advantage of it as they traverse that area.

So, for the well traveled areas of the Inner Rim and Expansion Region, those lanes would be relatively easy to plot a clean course, and likewise easy as you calculated the transition onto the Corellian Run. So with a good roll, you can make the whole trip from Harrin to Tynna to Druckenwell in the Mid Rim via the Corellian Run without needing to stop anywhere along the path.

But going from Ruusan in the Mid Rim to Phaeda in the Outer Rim, both of which are nowhere near a major hyperspace lane, it is going to take many stops and recalculations as you move along.